New Mod - Paths of Glory, choose your own path through the ancient world

Okay here is my latest biq.

I moved a bunch of tech to the golden age - you start in that age.

If you are using the thin borders the tech tree is actually pretty coherent. I can't get it perfect but it is much, much better.

There are some tech changes - crop rotation requires fertilization, some techs were dropped (shooting from chariot), and some other changes. I don't have a list right now, I will come up with one.

I haven't even played a game with this biq yet, but I know it loads.
 
when i get back to uni il load it up and see how it goes...

promise il do that civlopedia file someday!
 
It seems there is something wrong with buildings that produce 'production accelerators'. I tried the most recent version of the mod - the buildings associated with Timber were producing Marines and the one associated with Clay was producing some kind of ships (in a city with no access to the sea).


Best regards,

Slawomir Stachniewicz.
 
dang it.

I'll have to fix that.

I think what happens is that list is done by some numbering system of the units. When you delete a unit type the numbering scheme is then off. It has happened before.
 
Hows this little mod going? We got the civlopedia sorted out etc?
 
Tech tree!

Add in one Tech dark ages in the ancient. The only tech required for new Age. Every civ gets it as additional default starting tech. If you are able to split the your thec tree in two separate (not interacting trees: hunting and agriculture or whatever; Sorry I'm not too familiar with your mod) you can move one part to the next age.

But I reckon two independent trees are not so easy realized.

Any way great Idea. IIRC the tech idea is implemented in Civ IV as well. Although the trading thing is a big issue.

Can you make tech trading dependent on resources? "coffee brewing" tech after you connected or traded coffee which is available with "coffee breeding". Could make for a delay in the tech tree with a bit of sense after all.
 
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